When running your game in editor mode, in Unity, you can have 1 viewport which you play your game though, and a 2nd viewport where you can navigate through the scene in editor mode and move things around etc.
How can you achieve this in Unreal? If you add a 2nd viewport through Window->Viewports, you the editor view doesn’t match up to what is happening in game (in fact, it doesn’t change no matter what happens when playing through the other viewport).
Yes, I would love for someone to enlighten us. I use Unreal engine here and there and have just come to accept that it doesn’t have this kind of feature.
The best you can do in editor is to CTRL+F1 to get your cursor back, then eject from your pawn and hover about that way.
Thx @plockhart, at least I have a workaround to check where my pawn is from a third-person view. F8 is the default shortcut to toggle eject/repossess pawn which is pretty convenient.
Obviously it doesn’t fix @Donut5 's case where he must control the character at the same time. I guess you need to implement a custom Camera swap function and map it to a custom input, so you can switch to third-person / fixed view during play while preserving the normal inputs.
The scene view is really lacking, although F8 somewhat alleviates, it is impossible to control character and observe debugging information in the scene (that the camera wouldn’t catch) at the same time.
During “Play” mode, type debugCreatePlayer 1 into the console to create player 2 in a splitscreen.
ssswapControllers to swap controllers if you don’t have a second controller.
Unreal splitscreen supports up 4 players. So theres 3 different angles to view your object.
→ debugCreatePlayer [id], so debugCreatePlayer 3 doesn’t give you 3 players, instead create a player with id of 3 in a splitscreen.